New content is great and all but this is as good a chance as any to start talking about substantive overhauls to the actual content. The way I see there are a number of issues that have never really been resolved even in three years:
Condition damage
Condition damage currently suffers from several major issues:
- Cap of 25 means that pretty much all conditions will be maxed out on any high-HP mob in zerg content.
- Condition damage can’t crit, which means that it’s always going to be weaker than direct damage. This isn’t really good balance because it unbalances it in both PvE and PvP (in PvE, it’s useless because you want max DPS, while in PvP it’s overpowering because it only requires investment in one stat).
- Weapons and weapon pairings that deal both direct and condition damage are generally going to suck because direct damage requires investment in three stats, and on top of that hybrid weapons generally deal less condition and direct damage than “pure” direct damage or condition weapons.
Accordingly, I propose:
- Add a new condition called Deep Wound which can be applied by certain skills, and which is applied automatically when bleed/torment reaches 25 stacks (in PvE only). When Deep Wound is applied, affected mobs instantly take the total damage from bleed/poison/burn/torment whenever they are applied.
- Get rid of condition damage and merge it into the power stat. This will allow hybrid weapon combos to function better, and open up more viable weapon pairings.
- Allow conditions to crit. Obviously overall condition durations and intensities need to be adjusted on some weapons to match but this will both make conditions less OP in PvP (since they now require investment in two stats instead of just one) and stronger in PvE (since they can deal more overall damage if you also invest in precision).
Ferocity
Ferocity/crit damage is a bad stat overall, simply because it’s a pure damage stat yet we already have a pure damage stat (power). The fact that you can stack both of these stats to get super high damage, coupled with the fact that defense generally isn’t necessarily since most damage can be negated or dodged, means that Berserker and Assassin are pretty much the only two good gearsets for PvE, with the others sort of being “for fun” or “learning tool” sets. I propose simply getting rid of ferocity altogether (and adjusting weapon damage as necessary to compensate), which means that even if you spec full DPS, you still have the option to choose at least one other stat to build. For example, a DPS-specced class might choose condition duration to get more condition damage, or he might choose boon duration to get more buffs on allies, or healing power to help give allies more breathing room for mistakes, etc. It’s still a “DPS meta” but it’d be a lot more varied that the current “berserker or kick” meta.
Healing power
Healing power is generally the “useless stat” unless you’re running a full troll build like Nomad or something. The problem actually isn’t because the poor scaling but the fact that you generally don’t have enough opportunities to make use of it in general. Heal skills tend to have long cooldowns, or alternately requires you to sacrifice a huge amount of DPS to sit in a healing weapon (i.e. water attunement anything, or engineer medkit, etc.) when you should really just be dealing damage if possible. On the other hand, regeneration gets applied a ton passively, but the fact that it ticks for so little and stacks only in duration means that the benefit you get from healing power is going to be extremely minor. The easy fix would be to make regeneration stack in intensity instead; there’s plenty of ways to apply regeneration and it scales well enough with healing power that it might actually be worth taking healing power as the third stat in a DPS spec (see also removing ferocity, above).
Damage traits
+% damage traits are dumb and boring but they’re almost always the best choice in PvE, unless there’s something else that could be traited to boost damage even more. They also don’t scale conditions which again contributes to the direct/condition damage imbalance. PvE ele builds are literally nothing but stacking as many +% damage traits as possible. Seriously, take that kitten out. I don’t care if they all get replaced by fall damage traits, it’d still be more interesting than a build where 10 of your 14 trait points are all the same “Deal +% damage when ______” kitten.
Necromancers
Seriously, give these guys some kind of damage-boosting Order skill or something. Maybe give them a trait that puts the Signet of Vampirism effect on everything they hit. I dunno but these guys are long overdue for a PvE buff.